Post Process Material Read and Write to Custom Texture

I am trying to implement an Anisotropic Kuwahara filter. Several parts of the pipeline for this filter require computing an intermediary texture using a Custom node and then applying a gaussian blur to the texture (yes, I am aware this is horrible for performance).

I cannot see any way to do this that doesn’t involve writing that intermediary texture to some kind of texture/buffer/rendertarget and then sampling the intermediary texture when applying the gaussian blur. There doesn’t seem to be a way to write to textures in the material editor. Rendertarget textures seem to have a fixed size and cannot adapt to various screen resolutions. What options do I have for implementing this?